FRONTWARS FIELD MANUAL
English

How to read this manual

31 map entriesclient v42.5checked 2026-11-03

A field manual for FrontWars

Your first thirty minutes

A match is a map, a gold loop and a border fight, in that order. This is the sequence for the first thirty minutes, and the three mistakes the tutorial prompt does not mention.

A single-player FrontWars match on Black Sea, about four minutes in on 2026-11-03: leaderboard at left, troop and gold bars bottom-left, the ten build slots bottom-centre.
What this shows the three panels you play from: who owns what, what you own, and what you can buy.Captured 2026-11-03Client v42.5Plate 1

Open a match

The client opens on a lobby with one column of pages down the left: Single Player, Create Lobby, Join Lobby, Community Maps, Tutorial, Instructions, and the map editor at the foot. A language menu sits in the top bar next to the sign-in button, and single player does not ask you to sign in. Instructions is the page the rest of this manual is built on; open it once before your first match.

Choose the map before the match, not during

Single Player shows six fields and one button:

Single Player panel, read on 2026-11-03
FieldDefaultWhat it changes
MapWorld31 entries; each has its own default nation count
ModeFree for Alleveryone against everyone
DifficultyBalancedbot aggression, per the client's label
Economy modeClassicClassic or Fast; no Chaos in this build
Bots400how many bots fill the map
Modifiers—empty in single player

The map list beside the panel is the same picker a private lobby uses, and it carries the nation count: World is 61 by default, Black Sea is 9, Europe is 49. Single player has no Nations field — the map decides. If you want to change it you need a private lobby's Rules & Options, where the field reads 61 (Map default) and can be overridden.

The first twenty seconds

The map draws first and the HUD appears only after your spawn resolves. Three numbers then matter, all of them bottom-left:

What to buy first

Prices are on the build bar and in the build menu (Ctrl and left click). The cheapest thing that changes a fight is the defence post at 50,000; the city at 125,000 is the first purchase that raises your troop ceiling.

First purchases, cheapest first
OrderBuildingCostWhy first
1Defense Post50,000cheapest way to make one border expensive to cross
2City125,000raises the population ceiling, so troops keep growing
3Factory125,000lays rails and spawns trains; the gold loop starts here
4Port125,000only if you hold coast; trade ships pay both sides

The three mistakes the tutorial does not mention

Attacking into a wall at 20%. The Instructions screen states that the ratio's effect does not go beyond a ratio of 2:1. Sending a fifth of your army across a border defended by a post spends troops to move the line an inch.

Retreating. A retreat costs 25% of the troops you attacked with, and a nuclear strike cannot be recalled at all. Press once to start an attack, and be sure before you press again.

Saving for a missile silo. At 1,000,000 gold it is eight cities, and you cannot fire it without a warhead that costs 750,000 more. It is a mid-match purchase, not a first one.

Next: Controls for the keys, then Economy for the loop these purchases feed.

Last checked against the client: 2026-11-03 · client v42.5